Delete segment leaves vertex and bevel object in other scene doesn't update automatically #44202

Closed
opened 2015-03-31 06:49:10 +02:00 by Duarte Farrajota Ramos · 8 comments

System Information
Windows 7 64bits NVidia GTX 580

Blender Version
Broken: Blender 2.74 RC4
Long standing bugs, at least since 2.72, probably earlier

Short description of error

Deleting end segment of curve leaves loose vertex
and
If the bevel object is in a different from the curve path scene it won't automatically update beveled geometry

Exact steps for others to reproduce the error

Deleting end segment of curve leaves loose vertex:

  • Add a curve circle
  • Enter edit mode
  • Delete one random segment
  • Now delete one of the new end segments

Loose vertex is left behind

If the bevel object is in a different from the curve path scene it won't automatically update beveled geometry

  • Default new scene
  • Add new bezier curve
  • Create new scene in same blend file
  • Add a new bezier curve
  • Add bezier curve from previous scene as bevel object
  • Go back to first scene
  • Enter edit mode in first bezier
  • Introduce some random transformations (move some vertex around)
  • Exit edit mode and return to second scene where curve is used as bevel object
  • Second curve's bevel geometry is not updated, one must manually enter edit mode to force update.
**System Information** Windows 7 64bits NVidia GTX 580 **Blender Version** Broken: Blender 2.74 RC4 Long standing bugs, at least since 2.72, probably earlier **Short description of error** Deleting end segment of curve leaves loose vertex and If the bevel object is in a different from the curve path scene it won't automatically update beveled geometry **Exact steps for others to reproduce the error** *Deleting end segment of curve leaves loose vertex:* - Add a curve circle - Enter edit mode - Delete one random segment - Now delete one of the new end segments # Loose vertex is left behind *If the bevel object is in a different from the curve path scene it won't automatically update beveled geometry* - Default new scene - Add new bezier curve - Create new scene in same blend file - Add a new bezier curve - Add bezier curve from previous scene as bevel object - Go back to first scene - Enter edit mode in first bezier - Introduce some random transformations (move some vertex around) - Exit edit mode and return to second scene where curve is used as bevel object - Second curve's bevel geometry is not updated, one must manually enter edit mode to force update.

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @DuarteRamos

Added subscriber: @DuarteRamos
Member

Added subscriber: @JulianEisel

Added subscriber: @JulianEisel
Member

A few things:

  • Please always open multiple reports if you have multiple bugs. Could you open another report for the second bug so we can focus on the first bug here?
  • For the first report: I'm not sure what you mean, but please always attach a .blend and give exact steps to reproduce it based on it so we can reproduce the issue as easy as possible
A few things: * Please always open multiple reports if you have multiple bugs. Could you open another report for the second bug so we can focus on the first bug here? * For the first report: I'm not sure what you mean, but please always attach a .blend and give exact steps to reproduce it based on it so we can reproduce the issue as easy as possible

My apologies, I'll clean this up as soon as I get back to my computer, I'll open a new bug report and post example files.
This seems very straightforward to recreate though.

  • On the Blender default scene go to the 3d view
  • shift +a add>curve >bezier circle
  • tab to enter into edit mode
  • select any two consecutive vertex
  • x>delete segment
  • now select one of the remaining end vertex and a consecutive one so that one of the end segments is selected
  • x>delete segment
  • now the curve segment is gone, but the trailing end vertex was left behind floating and not attached to the rest of the curve
    One would expect that vertex to be gone
My apologies, I'll clean this up as soon as I get back to my computer, I'll open a new bug report and post example files. This seems very straightforward to recreate though. - On the Blender default scene go to the 3d view - shift +a add>curve >bezier circle - tab to enter into edit mode - select any two consecutive vertex - x>delete segment - now select one of the remaining end vertex and a consecutive one so that one of the end segments is selected - x>delete segment - now the curve segment is gone, but the trailing end vertex was left behind floating and not attached to the rest of the curve One would expect that vertex to be gone

Ok here is a demo file: bezier_loosevertex.blend
If you go to curve A and delete the already preselected segment by going x>delete segment you end up with the result on curve B with a floating loose vertex where the end of the curve was.
Curve C would be the expected behavior

Ok here is a demo file: [bezier_loosevertex.blend](https://archive.blender.org/developer/F156944/bezier_loosevertex.blend) If you go to curve A and delete the already preselected segment by going x>delete segment you end up with the result on curve B with a floating loose vertex where the end of the curve was. Curve C would be the expected behavior

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2015-04-10 16:50:12 +02:00

I’m sorry, but I see no bug here, if you delete a segment, you do not delete a control point… Thanks for the report anyway.

I’m sorry, but I see no bug here, if you delete a segment, you do not delete a control point… Thanks for the report anyway.
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Reference: blender/blender#44202
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